Hexagon column tessellation
A procedural displacement, shader-only approach, using the HexGrid node group discussed here




The 'Cell ID' output is used to produce a UV into a Noise texture, to generate a random value
That value is used to rotate the Cell UV's, per cell.
The U is extracted from the rotated UV, to produce a gradient across the cell, in a random direction
The 'Distance From Edge' output is used to subtract from the displacement value, to give a slight bevel on the edges of the hexagons, which cleans up the near-vertical sides of the columns, and sink the cracks between them